(4) Tiger's Fury causes your next finisher to be full strength and consume 0 combo points.

This allows us to maintain our current rotation (without strange finisher reordering), but still get the original benefit of the talent -- 5pt finisher after using TF.

Additionally, this would let us spend a 5pt finisher on an enemy that isn't our combo point target, so we could temporarily change targets and FB or Rip; and it would let us refresh SR mid-rotation if it falls off and TF is available.

I think it's really to early to tell about these trinkets yet. As they are clearly in a rather unfinished state I wouldn't be shocked to see some changes. The fact that the DPS trinket that lowers cooldowns lowers:Barkskin, SI, Ursoc's Might, and TFtells me they don't have this all ready for prime time yet.

Where did you find that? I think it would actually be pretty awesome if it lowered the CD of our defensives too. I don't expect the trinket to actually be any good though. Edit: Here it is: http://ptr.wowdb.com/spells/145961-readiness

One interesting thing of note is that, while I don't expect the multistrike trinket to work on attacks that deal damage over time, it would be pretty sick if it did. 1/3rd of the DoTs full damage dealt instantly means we could be seeing 1 million damage or higher multistrikes on our bleed applications. It also means that it would make Rake as a filler waaay stronger than it is right now (and it's already pretty strong).

The TF reduction stacks well with our set bonus. If they add berserk it could end up pretty strong (and would keep TF lined up with berserk). Beyond that, I don't see why they're giving might of ursoc to all specs, the rest makes sense based on what I'm seeing for other classes. However if they stick with the 6 in the tooltip we'd get two more on top of what's there now.

TalentsDream of Cenarius no longer increases Rip damage for Feral Druids, instead causes your next two melee abilities to deal 25% additional damage. Now gives Guardian Druid Mangle (Bear) critical strikes a 45% chance to make your next Healing Touch or Rebirth instant, free, and castable in all forms, up from 30%.

TalentsDream of Cenarius no longer increases Rip damage for Feral Druids, instead causes your next two melee abilities to deal 25% additional damage. Now gives Guardian Druid Mangle (Bear) critical strikes a 45% chance to make your next Healing Touch or Rebirth instant, free, and castable in all forms, up from 30%.

It means they've reverted DoC to its live original but slightly increased the complexity of playing feral by removing nature's swiftness. This ensures that feral druids get the best bang for their buck as far as the challenging rotation goes. Because you know, one should not dominate the mid-low DPS range by just pressing 2 buttons.

I've been simming various interpretations of the Multistrike trinket, and it's pretty shitty single target, at least when paired with the Rune. For my own gear, just swapping Juju for Multistrike, I get a ~11k? DPS loss even if I let the proc crit.

After looking at some Catus combat logs, it appears that the meta-gem proc might be overwriting the "last damage done", so I need to see if I can fix this. Ultimately, seeing it function in-game will clear up how it actually works.

It does look like both Multistrike and Cleave proc off dots. Although they both come on trinkets without passive agility or agility through procs, which doesn't favor the snapshot nature of our bleeds, especially the Rune.

I kinda like the Reverse-Renataki proc, but I'm not sure what type of abilities consume the proc (whites? faerie fire?)

raffy wrote:I've been simming various interpretations of the Multistrike trinket, and it's pretty shitty single target, at least when paired with the Rune. For my own gear, just swapping Juju for Multistrike, I get a ~11k? DPS loss even if I let the proc crit.

After looking at some Catus combat logs, it appears that the meta-gem proc might be overwriting the "last damage done", so I need to see if I can fix this. Ultimately, seeing it function in-game will clear up how it actually works.

It does look like both Multistrike and Cleave proc off dots. Although they both come on trinkets without passive agility or agility through procs, which doesn't favor the snapshot nature of our bleeds, especially the Rune.

I kinda like the Reverse-Renataki proc, but I'm not sure what type of abilities consume the proc (whites? faerie fire?)

Keep in mind that it's a double-edged sword. If it procs off whites then its value would most likely diminish during bloodlust since it would be harder to get a max-proc rip off (ie. with Renataki you can delay the rip to get a bigger one up, but if this one procced on pull, you would always get less and less agi on your rip, depending on your haste vs. waiting time.)

Alpheus wrote:Keep in mind that it's a double-edged sword. If it procs off whites then its value would most likely diminish during bloodlust since it would be harder to get a max-proc rip off (ie. with Renataki you can delay the rip to get a bigger one up, but if this one procced on pull, you would always get less and less agi on your rip, depending on your haste vs. waiting time.)

Perhaps that is what the 4p is for, so that you can get a maximized use from that particular proc? I still don't like the idea though, especially since our swing timer is so low.

If autoattacks consume the proc, it would probably be worth turning off the autoattack for at least a portion of the proc. This sounds like the sort of gameplay Blizzard wouldn't want to encourage, so I'd suspect that whether or not it counts autoattacks now, its final version won't.

The reverse stacking trinket won't stay how it is, it's just impossible to balance. If it procs off of autos then it would awful for some specs and godly for some others, and if it doesn't it would potentially be even more imbalanced.

I assume they'll have to make it a RPPM-based chance on attack (including whites) to reduce the stack so that it would decrease at the same rate for everyone but still with a nice RNG element to it. They would have to make this type of RPPM not scale with haste of course. As it stands the proc scales inversely with haste which means if they do their job balancing the current incarnation it will be a pile of a shit in BiS no matter what.

raffy wrote:It does look like both Multistrike and Cleave proc off dots. Although they both come on trinkets without passive agility or agility through procs, which doesn't favor the snapshot nature of our bleeds, especially the Rune.

On application or on a tick-by-tick basis? And how did you determine that?

I implemented it as (% proc chance) on those triggers, doing 1/3 of the damage of the last recorded damage as yellow damage (allowing it to miss, but also allowing it to crit, using melee crit chance) and not allowing it to trigger further procs.

So if one would thrash/rake + one rip several off-targets it would allow me to unload sick procs on my main target? (Think Tortos, Magaera, Horridon). Maybe it's not bad afteral- oh it has passive haste >:(

I suspect each tick on each mob has an individual chance to proc damage only to themself. Chance on each tick of each mob to deal AoE tick damage is probably what the Cleave trinket does, hence why the initial proc chance was put so low: because it has nonlinear scaling potential.

I'm not sure I necessarily like the trinkets and the way they're presented right now. Depending on how it works out you could have many different trinkets being the best for many different fights. One trinket will be best for cleaving/AoE, one trinket will be best for overall single target damage, one trinket could be best for bursty damage situations (either when things need to die quick or you have defensive cooldowns to use often), etc.

It just seems really awkward to have them all in one tier. Usually someone wants trinket A more than trinket B and sometimes trinket B would be more useful for someone else. Etc. But now it may work out that everyone will want every trinket for different situations.

Side note: I understand this is early, but this shows how incredibly little they care about feral when they don't even have Berserk attached to the trinket yet (coupled with the DoC debacle) - you would think that would be automatic since they're attaching it to every other class' major CD

And the CD trinket looks like it could be very silly for PvP. Even if they lower the agility proc (which I'm sure they will). This could be fixed if the percentage were based on item level. We'll see how they want to deal with it.

Dysheki wrote:Side note: I understand this is early, but this shows how incredibly little they care about feral when they don't even have Berserk attached to the trinket yet (coupled with the DoC debacle) - you would think that would be automatic since they're attaching it to every other class' major CD

I would like to apologize for this grumpy statement from this morning. I was forced to stand outside this morning for a half an hour because the person that normally unlocks my building at work is on vacation and wasn't opened in time. So I was sipping my coffee outside in a dreary environment (rained last night, thankfully not this morning). I don't want to say they "don't care" about feral, but I'll instead reply with they don't truly understand feral as it is played today from a PvE standpoint.